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Street Fighter Rivals

Street Fighter Rivals Rulebook

Table of Contents

Table of Contents

  • How to Play
    • Prep / Set-Up
    • Combat Rounds Gameplay
    • Life-Gauge Management
    • End of a Fight
  • Points to Be Aware of with Special Powers
  • Technique Card Appearance / Layout
  • Character Technique Cards and Special Powers
    • Ryu
    • Ken
    • Zangief
    • Guile
    • Poison
    • Juri
    • Chun-Li
    • Dudley

How to Play

Prep / Set-Up

  1. Choose 1 character that you will use for the fight from among the 8 characters. Pass your character's technique/special power summary card to your opponent.
  2. From among the 10 technique cards of your character, choose 8 which you will use in the fight. From the 2 remaining cards, choose one card and put it facedown on top of your life-gauge card (covering all but the top, full-health bar). Reveal the other unused card to your opponent. Which one of the remaining two you show and which you use to cover your life-gauge is up to you.
  3. When the other player has repeated the same process for themselves, set-up is complete.

Combat Rounds Gameplay

  1. From the 8 technique cards in hand, each player plays one face down.
  2. Reveal your cards at the same time. Check the initiative and any special powers on the cards.
  3. In the case where there are no special powers on any cards then the card with the higher initiative number will "win" and take effect. The damage value written on that card is subtracted from the opponent's life-gauge. When the initiative of the cards is the same, the player's techniques result in a draw and both players take damage (as indicated by the cards).
  4. Repeat steps 1-3 for the next round of combat.

If someone's life-gauge is 0, OR in the event that someone has no technique cards left, then the fight is over. Furthermore, the technique cards used in that round of combat can't be used anymore in the fight.

Life-Gauge Management

Put the technique card you chose not to use facedown on top of your life-gauge card (with just the top bar of full life showing). Each time you receive damage move the face down card down to reveal the resultant damage.

End of a Fight

  • The first player whose life-gauge becomes 0 is knocked out and the other player is the winner.
  • If both players have some life-gauge remaining but their technique cards have all been used, then the player with the highest life-gauge is the winner. If the health is the same, then it is a draw.
  • If both players get KOed at the same time, then it is a draw.

* Please feel free to try and devise and play team matches or tournaments etc., with every one fight earning 1 or 2 points.

Points to Be Aware of with Special Powers

When a special power is triggered by the opponent's initiative level, consult the value written on your opponent's card (not what the effective initiative may have become through some effect of special powers).

  • Example of checking initiative: (Opponent) An initiative 1 technique card is played. The special power on the technique card played in the previous round said "In the next round, your card's initiative value is raised by 2". In accordance with this, for this round, the initiative will go up to 3. (Your own) You play a card which has the special power "When your opponent's initiative is 3, that card's special power is cancelled". The opponent's initiative has become 3, but this was only possible by using the special power previously. For the purposes of the special power, 1 is written on the opponent's card and so 1 is used as the initiative for triggering other special powers. Therefore in this case your special power would not take effect.

Technique Card Appearance / Layout

  1. Initiative (number in top left of card): This is how quickly/easily the technique is performed. The higher the value, the more quickly/easily the technique is performed.
  2. Special powers (white text written over dark background): This describes the special effects the card has in addition to regular attacks/damage. Some cards have special powers, others do not.
  3. The name of the technique (big text in yellow/gold).
  4. Damage (number in bottom right of card): When this card "wins" initiative/takes effect, this amount of damage is dealt to your opponent/taken off their life-gauge.
  5. Ultra Combo (ウルトラコンボ) / Super Combo (スーパーコンボ) (written in ink in the band across the top): There is one of each of these in each character pack. For an Ultra Combo, when your own life-gauge is 5 or under, you can use it. For a Super Combo, it can only be used in the 5th round or later.

Character Technique Cards and Special Powers

Ryu

  • 0 – Hurricane Kick (Dragon Roll Whirlwind Leg): In this round, reduce any damage you receive by 2. Also, in the next round, increase your initiative by 2.
  • 1 (Ultra Combo) (This power can only be used when your health is 5 or under) – Destroy – Hadouken (surging fist): When your opponent's card's initiative is 7, your opponent's technique is cancelled/invalidated and you deal/give them 10 damage.
  • 2 – Guard: The damage you receive in this round is reduced by 2. Also, your opponent must reveal their technique card first in the next round, before you choose yours.
  • 3 – Saving Attack: This round, the initiative values of you and your opponent's cards are swapped/reversed. However, if your opponent's card's initiative is 7, then this special power is cancelled.
  • 4 – Shouryuken (Dragon upper cut) – Rise-Up Dragon Fist: no special power.
  • 5 – Overhead Judo Throw: Your opponent's card's special power is cancelled.
  • 6 (x2) – Hadouken: In the next round, your technique card's initiative is increased by 2.
  • 7 – Weak punch/jab: no effect.
  • 7 – Super Combo – Shinkuu Hadouken (vacuum surging fist): This card can only be played in the 5th round of the fight or later.

Ken

  • 0 – Hurricane Kick (Dragon Roll Whirlwind Leg): In this round, reduce any damage you receive by 2. Also, in the next round, increase your initiative by 2.
  • 1 (Ultra Combo) (This power can only be used when your health is 5 or under) – Crimson (Guren) – Whirlwind Kick: When your opponent's card's initiative is 7, your opponent's technique is cancelled/invalidated and you deal/give them 10 damage.
  • 2 – Guard: The damage you receive in this round is reduced by 2. Also, your opponent must reveal their technique card first in the next round, before you choose yours.
  • 3 – Saving Attack: This round, the initiative values of you and your opponent's cards are swapped/reversed. However, if your opponent's card's initiative is 7, then this special power is cancelled.
  • 4 (x2) – Shouryuken (Dragon upper cut, strong) – Rise-Up Dragon Fist: In the next round, your technique card's initiative is increased by 2.
  • 5 – Overhead Judo Throw – Jigokusha (hell ride): Your opponent's card's special power is cancelled.
  • 6 – Hadouken: In the next round, your technique card's initiative is increased by 2.
  • 7 – Weak dragon upper cut: no effect.
  • 7 – Super Combo – Shinkuu Hadouken (vacuum surging fist): This card can only be played in the 5th round of the fight or later.

Zangief

  • 1 (Ultra Combo) (This power can only be used when your health is 5 or under) – Ultimate Atomic Buster: If your opponent's card's initiative is 7, then their technique is cancelled and you also deal them 10 damage. Also, if your opponent's card's initiative is 2, their special power/effect is cancelled.
  • 2 – Guard: The damage you receive in this round is reduced by 2. Also, your opponent must reveal their technique card first in the next round, before you choose yours.
  • 3 – Saving Attack: This round, the initiative values of you and your opponent's cards are swapped/reversed. However, if your opponent's card's initiative is 7, then this special power is cancelled.
  • 3 – Banishing Flat: This round, the initiative values of you and your opponent's cards are swapped/reversed. Also, your initiative is increased by 1 next round. However, if your opponent's card's initiative is 7, then this special power is cancelled.
  • 5 – Flying Power Bomb: Your opponent's card's special power/effect is cancelled.
  • 5 (x2) – Screw Pile-Driver: Your opponent's card's special power/effect is cancelled.
  • 6 – Long Kick: In the next round, your initiative is increased by 1.
  • 7 – Double Lariat: no special power.
  • 7 – Final Atomic Buster (Super Combo): This card can only be played in the 5th round of the fight or later. If your opponent's card's initiative is 2, the effect/special power of their card is cancelled.

Guile

  • 1 – Somersault Explosion (Ultra Combo) (This power can only be used when your health is 5 or under): When your opponent's card's initiative is 7, your opponent's technique is cancelled/invalidated and you deal/give them 10 damage.
  • 2 (x2) – Guard/Storing Up (tame): In this round, the damage you receive is reduced by 2. Also, in the next round, your card's initiative is increased by 2 and your opponent has to show you their chosen card first in the next round before you choose yours.
  • 4 (x2) – Somersault Kick: If your opponent's card's initiative is 3 this round then their card special power/effect is cancelled.
  • 5 – Dragon Suplex: Your opponent's card's special power/effect is cancelled this turn.
  • 6 (x2) – Sonic Boom: In the next round, your initiative is increased by 2.
  • 7 – Spinning Back Knuckle: no special power/effect.
  • 7 – Double Somersault (Super Combo): This card can only be played in the 5th round of the fight or later. No special power/effect.

Poison

  • 0 – Backflip: You receive no damage this round. In the next round, your opponent has to reveal their card first, before you choose yours.
  • 1 – Lovestorm (Ultra Combo) (This power can only be used when your health is 5 or under): When your opponent's card's initiative is 7, your opponent's technique is cancelled/invalidated and you deal/give them 10 damage.
  • 2 – Guard: The damage you receive in this round is reduced by 2. Also, your opponent must reveal their technique card first in the next round, before you choose yours.
  • 3 – Saving Attack: This round, the initiative values of you and your opponent's cards are swapped/reversed. However, if your opponent's card's initiative is 7, then this special power is cancelled.
  • 4 – Whip of Love: no effect.
  • 5 – Slapshot: Your opponent's card's special power/effect is cancelled this round.
  • 6 – Aeolus Edge: In the next round, your initiative is increased by 2.
  • 6 – Honeytrap: In the next round, your initiative is increased by 5.
  • 7 – Love Meeting: no special power/effect.
  • 7 – Thunder Whip (Super Combo): This card can only be played in the 5th round of the fight or later. No special power/effect.

Juri

  • 1 – Feng Shui Engine (Fuusui Engine) (Ultra Combo) (This power can only be used when your health is 5 or under): You receive no damage this round. Also, after this round, for every round, your card's initiative is increased by 1 and the damage you deal is increased by 1.
  • 2 – Transform / Changing Murder/Killing See/Vision – Kasatsu/Sai Shi: You receive no damage this round. In the next round, your opponent has to reveal their card first, before you choose yours.
  • 2 – Guard: The damage you receive in this round is reduced by 2. Also, your opponent must reveal their technique card first in the next round, before you choose yours.
  • 3 – Saving Attack: This round, the initiative values of you and your opponent's cards are swapped/reversed. However, if your opponent's card's initiative is 7, then this special power is cancelled.
  • 5 (x2) – Dominating/Pressure/Push Murder/Kill Kick – Ensaikyaku: Your opponent's card's special power/effect is cancelled.
  • 6 (x2) – Windmill (Fuusha): In the next round, your initiative is increased by 2.
  • 7 – Rapid Sky Flash (Shitsu Kara Sen): no special power/effect.
  • 7 – Wind of Destroying Gang of Blades (Fuuharenjin) (Super Combo): This card can only be played in the 5th round of the fight or later. No special power/effect.

Chun-Li

  • 1 – Chikung/Qigong Punch – Kikouken (Ultra Combo) (This power can only be used when your health is 5 or under): When your opponent's card's initiative is 7, your opponent's technique is cancelled/invalidated and you deal/give them 10 damage.
  • 2 – Guard: The damage you receive in this round is reduced by 2. Also, your opponent must reveal their technique card first in the next round, before you choose yours.
  • 3 – Saving Attack: This round, the initiative values of you and your opponent's cards are swapped/reversed. However, if your opponent's card's initiative is 7, then this special power is cancelled.
  • 4 – Spinning Bird Kick: no special power/effect.
  • 5 (x2) – Dragon Falling Star (Ryuusei Raku?): Your opponent's card's special power/effect is cancelled.
  • 6 – Chikung/Qigong Punch – Kikouken: no special power/effect.
  • 6 – Hundred Cut Kick / Lightning Kick (Hyaku Retsu Kyaku): In the next round your initiative will be increased by 3.
  • 7 – Low Column Kick (Gedankeri): In the next round, your opponent has to reveal their chosen card before you choose yours.
  • 7 – Thousand Cut Kick – Senretsu Kyaku (Super Combo): This card can only be played in the 5th round of the fight or later. No special power/effect.

Dudley

  • 0 – Cross Counter: Regardless of actual values, initiative is considered a draw this round and both players receive damage according to each other's cards.
  • 1 – Corkscrew Cross (Ultra Combo) (This power can only be used when your health is 5 or under): When your opponent's card's initiative is 7, your opponent's technique is cancelled/invalidated and you deal/give them 10 damage.
  • 2 – Guard: The damage you receive in this round is reduced by 2. Also, your opponent must reveal their technique card first in the next round, before you choose yours.
  • 3 – Ducking Straight: This round, the initiative values of you and your opponent's cards are swapped/reversed. In the next round, your card's initiative is increased by 2. However, if your opponent's card's initiative is 7, then this special power is cancelled.
  • 3 – Ducking Uppercut: This round, the initiative values of you and your opponent's cards are swapped/reversed. However, if your opponent's card's initiative is 7, then this special power is cancelled.
  • 4 – Jet Uppercut: no special power/effect.
  • 5 – Liver Crusher: Your opponent's card's special power/effect is cancelled.
  • 6 – Liver Blow: In the next round, your card's initiative is increased by 3.
  • 7 – Machine Gun Blow: no special power/effect.
  • 7 – Rocket Uppercut (Super Combo): This card can only be played in the 5th round of the fight or later. No special power/effect.